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Blueprints Visual Scripting for Unreal Engine 5 - Third Edition

You're reading from  Blueprints Visual Scripting for Unreal Engine 5 - Third Edition

Product type Book
Published in May 2022
Publisher Packt
ISBN-13 9781801811583
Pages 568 pages
Edition 3rd Edition
Languages
Authors (2):
Marcos Romero Marcos Romero
Profile icon Marcos Romero
Brenden Sewell Brenden Sewell
Profile icon Brenden Sewell
View More author details
Toc

Table of Contents (28) Chapters close

Preface 1. Part 1: Blueprint Fundamentals
2. Chapter 1: Exploring the Blueprint Editor 3. Chapter 2: Programming with Blueprints 4. Chapter 3: Object-Oriented Programming and the Gameplay Framework 5. Chapter 4: Understanding Blueprint Communication 6. Part 2: Developing a Game
7. Chapter 5: Object Interaction with Blueprints 8. Chapter 6: Enhancing Player Abilities 9. Chapter 7: Creating Screen UI Elements 10. Chapter 8: Creating Constraints and Gameplay Objectives 11. Part 3: Enhancing the Game
12. Chapter 9: Building Smart Enemies with Artificial Intelligence 13. Chapter 10: Upgrading the AI Enemies 14. Chapter 11: Game States and Applying the Finishing Touches 15. Chapter 12: Building and Publishing 16. Part 4: Advanced Blueprints
17. Chapter 13: Data Structures and Flow Control 18. Chapter 14: Math and Trace Nodes 19. Chapter 15: Blueprints Tips 20. Chapter 16: Introduction to VR Development 21. Part 5: Extra Tools
22. Chapter 17: Animation Blueprints 23. Chapter 18: Creating Blueprint Libraries and Components 24. Chapter 19: Procedural Generation 25. Chapter 20: Creating a Product Configurator Using the Variant Manager 26. Other Books You May Enjoy Appendix

Epilogue

I can't believe we have reached the end of the book. This was an extensive project, and I consider this book as my definitive work on Blueprints. It's been a long journey since I started programming games in the C language in 1993, when I was 14 years old. My first games were in text mode, and they looked like the game ZZT by Tim Sweeney, founder of Epic Games.

In 1999, I started the first game development company in the state of Pará, northern Brazil. The company name was RH Games. In 2001, I developed the MRDX, which is a framework for 2D game programming using the C/C++ languages. In 2002, I presented the MRDX at the first Brazilian Games Workshop. In 2003, I founded a local group called Beljogos, with the goal of encouraging the development of games in northern Brazil.

In 2011, I started a blog named Romero UnrealScript, with the goal of teaching game programming with UnrealScript. Because of this blog, in June 2013, Epic Games invited me to be part...

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